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Renamed most of classes in client/battle directory to match current code

style
This commit is contained in:
Ivan Savenko
2022-12-09 13:26:17 +02:00
parent a06d7ec80e
commit 3f9a0a855e
29 changed files with 468 additions and 477 deletions

View File

@ -93,7 +93,7 @@ boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
CPlayerInterface * LOCPLINT;
CBattleInterface * CPlayerInterface::battleInt;
BattleInterface * CPlayerInterface::battleInt;
enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
@ -838,17 +838,17 @@ BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when i
autofightingAI.reset();
}
CBattleInterface *b = battleInt;
BattleInterface *b = battleInt;
if(!b)
{
return BattleAction::makeDefend(stack); // probably battle is finished already
}
if(CBattleInterface::givenCommand.get())
if(BattleInterface::givenCommand.get())
{
logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
vstd::clear_pointer(CBattleInterface::givenCommand.data);
vstd::clear_pointer(BattleInterface::givenCommand.data);
}
{
@ -857,17 +857,17 @@ BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when i
//Regeneration & mana drain go there
}
//wait till BattleInterface sets its command
boost::unique_lock<boost::mutex> lock(CBattleInterface::givenCommand.mx);
while(!CBattleInterface::givenCommand.data)
boost::unique_lock<boost::mutex> lock(BattleInterface::givenCommand.mx);
while(!BattleInterface::givenCommand.data)
{
CBattleInterface::givenCommand.cond.wait(lock);
BattleInterface::givenCommand.cond.wait(lock);
if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
throw boost::thread_interrupted(); //will shut the thread peacefully
}
//tidy up
BattleAction ret = *(CBattleInterface::givenCommand.data);
vstd::clear_pointer(CBattleInterface::givenCommand.data);
BattleAction ret = *(BattleInterface::givenCommand.data);
vstd::clear_pointer(BattleInterface::givenCommand.data);
if(ret.actionType == EActionType::CANCEL)
{
@ -892,7 +892,7 @@ void CPlayerInterface::battleEnd(const BattleResult *br)
if(!battleInt)
{
GH.pushIntT<CBattleResultWindow>(*br, *this);
GH.pushIntT<BattleResultWindow>(*br, *this);
// #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
// Otherwise NewTurn causes freeze.
waitWhileDialog();